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Codes 01,10,or 11 select one of three possible registers from the normal color register
from the normal color register group, from which the actual color data is taken.
COLOR REGISTER SET
_________________________
__ | Unused | 16
| 00 |_________________________| \
Sprite 0 or 1 | 01 |_________________________| \
| 10 |_________________________| \
|__ 11 |_________________________| \
__ | Unused | 20 \
| 00 |_________________________| \ \
Sprite 2 or 3 | 01 |_________________________| \ \
| 10 |_________________________| \ \
|__ 11 |_________________________| \ \
__ | Unused | 24 ---------> Yields
| 00 |_________________________| / / Trans-
Sprite 4 or 5 | 01 |_________________________| / / parent
| 10 |_________________________| / /
|__ 11 |_________________________| / /
__ | Unused | 28 /
| 00 |_________________________| /
Sprite 6 or 7 | 01 |_________________________| /
| 10 |_________________________| /
|__ 11 |_________________________| 31 /
Figure 4-6: (Color Register Assignments)
If you require certain colors in a sprite, you will want to load the sprite's color registers
with those colors. The "Playfield Hardware" chapter contains instructions on loading color
registers.
The binary number 00 is special in this color scheme. A pixel whose value is 00 becomes
transparent and shows the color of any other sprite or playfield that has lower video
priority. An object with low priority appears "behind" an object with higher priority. Each
sprite has a fixed video priority with respect to all the other sprites. You can vary the
priority between sprites and playfields. (See Chapter 7, "System Control Hardware," for
more information about sprite priority.)
- 100 Sprite Hardware -
Summary of Contents for Amiga A1000
Page 1: ...AMIGA HARDWARE REFERENCE MANUAL 1992 Commodore Business Machines Amiga 1200 PAL...
Page 20: ...Figure 1 1 Block Diagram for the Amiga Computer Family Introduction 11...
Page 21: ...12 Introduction...
Page 72: ...Figure 3 12 A dual Playfield display Playfield Hardware 63...
Page 87: ...Figure 3 24 Horizontal Scrolling 78 playfield hardware...
Page 101: ...92 Playfield Hardware...
Page 199: ...Figure 6 9 DMA time slot allocation 190 Blitter hardware...
Page 203: ...Figure 6 13 Blitter Block Diagram 194 Blitter Hardware...
Page 229: ...220 System Control Hardware...
Page 246: ...Figure 8 8 Chinon Timing diagram cont Interface Hardware 237...
Page 265: ...256 Interface Hardware...
Page 289: ...280 Appendix A...
Page 297: ...288 Appendix B...
Page 298: ...APPENDIX C CUSTOM CHIP PIN ALLOCATION LIST NOTE Means an active low signal Appendix C 289...
Page 302: ...APPENDIX D SYSTEM MEMORY MAP Appendix D 293...
Page 343: ...334 Appendix F...
Page 351: ...342 Appendix G...
Page 361: ...352 Appendix H...
Page 367: ...358 Appendix I...